Posts for BigBoyAdvance


Experienced Forum User
Joined: 11/24/2023
Posts: 10
KennyMan666 wrote:
That second one makes me think of Seicross, you really sure that's not it?
Hard to say. It ticks some boxes for the gameplay, but it doesn't look familiar visually to me.
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Do you have any vivid memories from your early childhood (below 5yo) that aren't fully real? As in, most of the memories are accurate to reality, but they are mixed with some memories that are not real? I have some fake memories related to video games. When I was around 2-3, my parents bought me a bootleg NES console. A vast majority of my memories of playing those games are genuine. I can replay those games today and I find no discrepancies with my memories of them. However... there are 2 games where my memories are very wrong, despite me feeling very confident about them. When I played the NES Spiderman, I clearly remember fighting a giant robotic spider boss at the end of the game. However, there is no such enemy in that game. There is no such villain in the entire Spiderman franchise even. Another game I remember spending dozens of hours playing, is a futuristic bike racing game. My vehicle was on the left side of the screen, and the screen would scroll sideways to give the illusion of movement. I could steer the car up and down to switch between lanes, and maybe even left and right to avoid obstacles. I loved playing that game, and I tried looking it up numerous times online. I don't remember the name of that game, and I searched through the entire library of NES games and bootlegs, and couldn't find it. My memories of that game are warped beyond reality, and I'm not sure if it even exists. It's all very strange, considering that my memories of dozens of other NES games are so accurate. I don't believe my bootleg NES console was capable of playing non-NES games, and I pretty much exhausted the entire NES library looking for the 2nd game. Anyways, this has always made me feel a range of complicated ways. Nostalgia is great and all, but I just feel a great sense of loss knowing that not all of my memories are real. As if I'm trying to grasp something that's in front of me that's very nostalgic, but it's just an illusion. I can't really come to terms with it.
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Thanks for the responses. I was originally considering either Kubuntu or Mint. I'll give Kubuntu a spin and see how it goes.
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Hey, so I've noticed that Bizhawk has a Linux release, so I figured out this could be a good opportunity to switch to Linux. I've neved used it before, and I'd appreciate some distro recommendations. Here's the main things I want from a Linux distro: - noob-friendly and intuitive for a long time Windows user - play Bizhawk/PCSX2/PPSSPP emus - play movies/anime in MPV - support my hardware (Ryzen 5800X3D, RTX3060ti, X570 mobo, bunch of SATA 20TB HDDs, bunch of m.2 nvme's) - OLED-friendly (black user interface, ability to hide icons/taskbars) Thanks in advance ; )
Experienced Forum User
Joined: 11/24/2023
Posts: 10
What number is 400% smaller than 100? Is it 25 or -300? Or 96?
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Found this new clip that would save 35+ seconds compared to Qwerty6000's TAS published on this website. All you gotta do is jump in the correct spot and hold Up to climb through the wall. Sometimes you get stuck inside the wall lol. Link to video I'm not gonna TAS this game, so I'm leaving this here in case someone in the future wants to improve the current TAS.
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Wow, a website from 2007 still up and running. Impressive. Your Type INTJ Introvert(88%) iNtuitive(31%) Thinking(69%) Judging(44%) You have strong preference of Introversion over Extraversion (88%) You have moderate preference of Intuition over Sensing (31%) You have distinct preference of Thinking over Feeling (69%) You have moderate preference of Judging over Perceiving (44%) I don't really like those vague categorizations. What does it even mean "preference of intuition over sensing"? What does it mean "preference of judging over perceiving"?
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Controls: A to accelerate, Up to boost, Down to cancel boost. There's no cooldown between boosts, and you can cancel the boost anytime you want. Driving at high speeds and accelerating during corners will destabilize your car, and lead to a spin-out. Okay, so first off: I noticed that driving without the A button (only accelerating with Up button) gives me way better grip in corners. For example, I can clear some corners at full speed if I'm not holding the A button. But driving at the same speed with A button held results in spinning out. I'm not sure if the TAS would ever want to use the A button, since TAS could quickly alternate between Up/Down buttons to maintain certain speed during sharper corners. Maybe some A presses would be beneficial there for a TAS, if alternating Up/Down didn't give enough speed granuality. The main game mode consists of 12 stages. Each stage consists of 4 tracks. In the first 3 stages, you only need to beat 3 out of 4 tracks, so you can choose which one to skip. After the first 3 stages, you will need to beat all 4 tracks in the remaining 9 stages. The money you receive for winning increases with each stage, so in the first 3 stages you'll most likely just want to pick the 3 quickest races, regardless of the prize money. There are 6 car tiers, each tier having 6 variations. You start off with 2 cars from the first tier, and 1 car from the second tier. You can upgrade each car and buy new cars. You receive a few prize cars for winning some stages: - 3rd tier car after clearing the 5th stage (very cheap to upgrade compared to other cars from the same tier) - 4th tier car after clearing the 7th stage (not worth using because it has almost identical speed/handling to 3rd tier car) - 5th tier car after clearing the 9th stage (useless because we can purchase the 6th tier car after beating the 8th stage) - 6th tier car after clearing the 11th stage (marginally better than the $750.000 car after upgrades, but it's questionable if it's worth the menuing time to upgrade it) - 6th tier car after beating all 12 stages (the fastest car in the game, use this for NG+ run) The game has random obstacles (spider, mouse, bird) during races. If they appear on the track, you'll have to wait them out, which can lose a few seconds. I'm not sure if those obstacles travel around the map on some kind of cycle, or if they appear based on RNG. If it's some global cycle, then the order of playing tracks would matter. If it's RNG, then you need to figure out how to manipulate this RNG. You also have to deal with the opponents that will often crash and obstruct your lane, which can force you to wait for a few seconds until they disappear from your lane. Maybe you can somehow stop them from spinning out by adjusting your speed during certain sections. You will be lapping opponents often, so they are a major concern for the TAS. The difference in speed/grip between the 2nd tier car and the 3rd/4th tier cars is very small. I don't think those are worth buying. The 5th tier car is a little better, but it costs $390.000. I'd guess it's probably best to use our 2nd tier car (upgraded) until we beat the 5th stage, then swap to the 3rd tier car (upgraded) we received for free and use it until we get $750.000 for the 6th tier car. You will have enough money after beating the 8th stage. If you chose not to upgrade cars, you might be able to buy the 6th tier car one race earlier, but I'm not sure which approach is faster. Starting from 8th stage, you will come across races where your fuel gets low, which means you can't use the Up button to boost. To refuel, stop anywhere on the track, press L, select refuel and mash A+B. Press L again to return to the race. You'll need to figure out if it's faster to refuel, or faster to continue driving without the boost option. And another pressing issue, is the sound bugs that can happen during races and menus. Your sound can become corrupted for about 30 seconds and it sounds really bad. The only way to avoid this sound corruption is to slow down during certain parts of the stages or to delay menuing. So you have to decide if you want to sacrifice some frames in order to make the movie more watchable for the 1000 or so people who will ever watch the movie? Or do you go for maximum time save and make 1000 people bleed from their ears? The choice is up to you.
Experienced Forum User
Joined: 11/24/2023
Posts: 10
This is a game where you connect the letters in a board to form english words. There are apparently 151381 legal words in this game: https://gamefaqs.gamespot.com/gba/919765-bookworm/faqs/79805 Most common swear words are not in the game, with some exceptions. Longest words are 12-letters long. There are 11350 such words in the game's dictionary. I've made a 12-letter word using savestates, but the game didn't acknowledge this feat in any way, except for spawning 1 silver block that seems to give a x10 score multi for the word you create. Creating long words will spawn a multiplier block on the board. I've seen them in 4 colors. From weakest multiplier to strongest: green, yellow, blue, silver. Longer words net you more points. Within the same word length, some words are worth more points than others. Not sure how the game calculates the score. The score scales with levels. Levels also increase the difficulty (more red blocks spawn). Red blocks will travel downwards every turn, eating away the blocks. The game ends if a red block remains at the bottom of the board for 1 turn. The colored blocks take multiple turns until they get eaten. Green take 2 turns, Yellow take 3 turns. Assuming that Blue take 4 turns and Silver take 5 turns. Stacking colored blocks near the bottom of the board can be a good strategy for players to prolong their game, but it wouldn't matter for a tool-assisted game since you can manipulate RNG to get the letters you want. If you create a bonus word, displayed below the worm, you get some bonus points. Those points increase every time you make a bonus word, up to a maximum of 50.000 points per bonus word. In terms of RNG manipulation: - RNG determines: the starting board, the letters that fall from the top, sometimes the number of red blocks that spawn, sometimes the number of colored blocks that spawn, and rarely a random flip of non-colored block to a yellow block. - The only thing that determines the starting RNG is the moment when you press Start button on the title screen. The starting RNG doesn't change in the main menu. Your name choice or the file choice don't affect the starting RNG. - RNG is recalculated every frame, presumably based on the previous values of the RNG addresses and some internal counter. - When you press Select, you can choose to shuffle the board. The new board you get is also determined by RNG. I found 2 addresses that when freezed, result in a static RNG: 0x5290 and 0x5294. Both are 4-byte unsigned. Those 2 addresses change every frame during gameplay. Both need to be freezed for static RNG. On the title screen, they are equal to 1 and 0 respectively. The 1st address changes to a static value (initial seed) when you press Start on the title screen. The initial seed you get is different for each frame, depending on when you press the Start button. I'm guessing the game is reading some internal counter to determine the static seed. I wasn't able to find what counter that is. TAS trick: When a red block is consuming a block below, you can usually form a word that becomes "disconnected" after the block below the red block gets consumed. Sometimes the game won't allow you to do it. Sometimes the game will softlock after you do it (lol). The game has no ending - it goes on forever. The level counter goes from 1 to 65536, and then rolls over back to 1 again. The points needed to level up increase every level, up to a maximum of 500.000 points needed to reach the next level. The ranks stop changing at level 33 - at 1.5mil points you reach the rank of Bookworm Supreme. The score goes all the way up to 4.294.967.296, then overflows back to 0. The score display gets buggy when it reaches 10 digits, but it's not like anyone would have the patience to get there legitimately without an automated script to play the game for you. In theory, with enough patience with RNG manipulation, the game can go on forever. At very high levels (100+), almost all of the new blocks that fall from the top will be red blocks. This will normally overwhelm a player eventually because of bad RNG. But a TAS could get favorable RNG and go on forever. Creating a somewhat optimized TAS of this game seems like an incredibly complicated task. I don't even want to attempt it. The number of possibilities is overwhelmingly huge, and for starters I don't even understand the relation between RNG values and what blocks are generated.
Experienced Forum User
Joined: 11/24/2023
Posts: 10
Gonna dump the knowledge I've gained about this game. TASing this game seems more complicated than I originally thought, so I probably won't do it. What would be the quickest way to "beat" the game and reach the credits? Beat Grand Prix mode on Easy difficulty (2 laps per track) and skip 5/6 out of 16 tracks, while still getting enough points to finish 1st. This would be the Any% run. Game Modes: 1. Tournament - has 4 Leagues, each with 4 tracks. Beating each League unlocks a new rider. 2. Grand Prix - has 16 tracks. The same tracks as in League mode. On hard mode, you can safely skip 3 tracks and still win. It's possible to win in hard mode by skipping 4 tracks too, but I don't know how to manipulate the AI standings so they don't get too many points. On easy mode, you can safely skip 5 tracks. With favorable AI standings, you can skip 6 tracks. Maybe 7 too? The 5 slowest tracks, in order of slowest to least slow: Malaysia, Dutch, Japan, Czech, Italy. Dunno what the 6th slowest would be. Hard mode has 4 laps, Medium has 3 laps, Easy has 2 laps. Beating GP in each difficulty unlocks a different rider. If you want to unlock all riders, you'll have to beat GP on all 3 difficulties. Riders: First off, all riders have identical normal acceleration and wheelie acceleration, despite the game telling you otherwise in the rider selection screen. In the beginning you have 3 riders: Roberts, Nakano, Capirossi. They have identical handling, with the only differences being top speed and braking. Braking is the least important stat, since we can use the off-road on the insides of corners to lose speed quickly anyway. So the best choice out of those 3 riders is Capirossi, since he has the highest top speed of 306. Beating 1st League unlocks McCoy. He has 295 top speed, a little better handling than all previous riders. Still, slower than Capirossi on most tracks. Beating 2nd League unlocks Criville. He has 300 top speed, a little better handling than all previous riders. Debatable if he's worth using over Capirossi, you'll have to try them out. Beating 3rd League unlocks Abe. He has 306 top speed, better handling than all previous riders. Best rider to use for the final League. Beating 4th League unlocks Rossi. He's the best rider in all stats. Top speed of 318. Beating Grand Prix on Easy unlocks Jacque. He has 306 top speed, and handling identical to Criville. He's a worse version of Abe because of turning. Beating Grand Prix on Medium unlocks Barros. He has 312 top speed, and handling identical to McCoy. Beating Grand Prix on Hard unlocks Biaggi. He has 312 top speed and handling identical to Rossi. He's a worse version of Rossi because of top speed. Which Rider to use? Any% (Grand Prix Easy): Capirossi Tournament: 1st/2nd League: Capirossi, 3rd League: Capirossi/Criville (unsure), 4th League: Abe. New Game+ (using a password R999D5998J to unlock every rider): Rossi How the game works: 1. Lap progress (0x2020 4byte unsigned) - increases by the value of your speed every frame. Nothing else affects it, which means your racing lines don't matter - you can swing left and right on straights and it doesn't make a difference. 2. Horizontal position (0x20C0 4byte signed) - shows where your bike is in the horizontal axis. Goes from -58880 to 58880. Off-road sections in corners can be around the 30000 mark. When you steer, your horizontal position changes. The power of steering depends on your speed. During corners, the game will push you in the opposite direction depending on the change in track's angle, your speed, and your horizontal position. 3. Steering power - how much your horizontal position changes every frame. Turning power depends on your speed: Roberts Nakano Capirossi McCoy Criville Abe Rossi 0-20 154 154 154 184 219 250 280 21-40 237 237 237 280 330 373 426 41-60 414 414 414 493 574 658 744 61-90 444 444 444 531 621 708 793 91-115 414 414 414 493 574 658 744 116-120 426-438 426-438 426-438 507-525 586-609 670-688 751-769 121-140 379-463 379-463 379-463 451-531 525-603 592-676 664-744 141-160 312-361 312-361 312-361 355-408 408-457 451-501 501-550 161-max 237-487 237-493 237-507 268-519 300-556 330-603 361-652 We can see that slowing down to 160 can greatly increase steering power for those very sharp corners. 4. Acceleration - every rider has the same acceleration, despite the game saying otherwise in the rider selection screen. You get different acceleration on each Gear. You get higher acceleration when Wheeling (press Down button). Acceleration (how much your speed changes per frame on average): Every rider Every rider (wheelie) 1st-2nd gear (0-130) 0.3823529412 0.9558823529 2nd-3rd gear (130-154) 0.1176470588 0.2962962963 3rd-4th gear (154-177) 0.1277777778 0.3150684932 4th-5th gear (177-237) 0.3260869565 0.8219178082 5th-6th gear (237-261) 0.1105990783 0.275862069 6th gear (261-max) 0.1581395349 0.3953488372 5. Leaning (0x2028 1byte unsigned) - how much your rider is leaning. Higher lean values result in better steering: Left 1 (weakest) if value between 57 and 60 Left 2 if value between 52 and 56 Left 3 if value between 44 and 51 Left 4 if value between 36 and 43 Left 5 if value between 28 and 35 Left 6 (strongest) if value between 0 and 27 No steering if value between 61 and 67 Right 1 (weakest) if value between 68 and 71 Right 2 if value between 72 and 76 Right 3 if value between 77 and 84 Right 4 if value between 85 and 92 Right 5 if value between 93 and 100 Right 6 (strongest) if value between 101 and 128 At high speeds, your rider will lean forwards, which means your leaning value can't go below 34 or above 94, and you will keep oscillating between 34-38 or 90-94. To fix this, you'll need to release acceleration for 6 frames, which will lose you some speed. Only do it when it's necessary. 6. Strong Lean Timer (0x1CF0 1byte unsigned): If it's equal to 0, you can lean all the way. If it's higher than 0, your leaning will be restricted. It will max out at 6 when you're driving at high speeds. It goes down by 1 every frame you're not holding the acceleration button. 7. Wheelie Meter (0x1C2B 1byte unsigned): When it's full (equal to 24), you can perform a wheelie which gives you increased acceleration and slightly higher top speed. During wheelie, the value decreases by 1 every 4 frames. It increases by 1 every 16 frames if you're not wheeling. Wheelie TAS trick: if you wheelie for 3 frames, then alternate between (wheelie off for 1 frame, wheelie on for 1 frame), you will gain a large portion of wheelie's acceleration bonus without depleting your wheelie meter. 8. Gear (0x1BE6 1byte unsigned) - every bike has 6 gears. Every bike reaches the same top speed in the first 5 gears, with only the final gear having a different top speed. 9. Revs (0x5E9C 4byte unsigned) - probably not important. 10. Speed (0x1CE0 2byte unsigned) - goes up to 319 normally. Colliding with an opponent can increase this for 1 frame to higher values, such as 397. Ignore the in-game speed value you see on your speedometer, it's less precise than what you can read from RAM. 11. Steering Penalty Timer (0x5F08 1byte unsigned): When you hold a direction, this timer will go up. If you let go of the direction, it will go down. If it's below 50, you get no steering penalty. If it's above 50, you get a strong steering penalty. If it reaches 150, you crash. You want to keep it below 50 at all times by letting go of a direction. 12. Track Angle Change (0x1E04 1byte signed): Shows how strongly the track curves. The stronger it curves, the stronger your horizontal position will change. If you drive fast, you can pass through multiple points where the track angle changes, and those changes will add up - resulting in a stronger change to your horizontal position. 13. Track Angle (0x2048 2byte unsigned): Shows the current track angle. Goes between 0 and 511. Every track changes its angle at specific Lap Progress values. If you drive fast, you can pass through multiple points where the track angle changes, and those changes will add up - resulting in a stronger change to your horizontal position. 14. Horizontal Displacement during turns: When the track curves, you will get pushed in the opposite direction, resulting in a change to your horizontal position. This change depends on your speed, on track angle change, and on your horizontal position. The general formula is: Horizontal Displacement = (angle_change) x (speed) x (modifier) When you drive fast and pass through multiple points where the track curves, this will make angle_change value bigger. Value of (modifier) depends on player's horizontal position. Player's horizontal position goes from -58880 to 58880. When the track curves to the right, (modifier) is equal to: 4 is player's horizontal position was in the range (9400, 58880) 7 is player's horizontal position was in the range (8200, 9399) 3 is player's horizontal position was in the range (-7299, 8199) 5.125 is player's horizontal position was in the range (-8199, -7300) 2.125 is player's horizontal position was in the range (-58880, -8200) Those ranges are assuming constant speed of 300. They differ slightly depending on your speed (unsure why). For left turns, just flip the signs around. The (modifier) value changes are pretty weird. When you begin the turn, you will get pushed outside with the force of 4. Then, within a small width of the track, the force goes up to 7. Then, when you transition from one half of the track to the other, the force goes down to 3. Then, within a small width of the track, the force goes up to 5.125. Then, when you are near the outside portion of the track, the force is the weakest at 2.125. 15. Collision boosting: When you drive in front of an AI, you can gain a lot of speed. The amount of speed is different every time. It probably depends on AI's speed and the difference between your Progress Value and the opponent's Progress Value. This can be used to accelerate more quickly, and you can reach higher top speed for 1 frame when you collide with AI. The opponents could also be used to decelerate instantly during a corner, if they happen to be in the right spot.